2021 may sound like "the future" portrayed in some dark, post-apocalyptic sci-fi game (hello Deus Ex) but it's only 4 years off. I feel fairly certain I will be contributing to this 58% year over year growth with my own wallet in that time span.

"2016 marked an important step for the AR and VR headset market with product finally arriving in end users' hands and on their heads," noted Ramon Llamas, research manager with IDC's Augmented and Virtual Reality team. "While there was clear demand coming primarily from technology enthusiasts, what became readily apparent were the use cases for enterprise users across multiple verticals and for consumers with gaming and content consumption. This sets the stage for the multiple aspects of the market that device makers, platforms and content providers, and developers will be addressing in the months and years to come."